Path: utzoo!utgpu!watserv1!watmath!att!tut.cis.ohio-state.edu!uc!cs.umn.edu!simvax.labmed.umn.edu!davidli From: davidli@simvax.labmed.umn.edu Newsgroups: comp.sys.atari.st Subject: Re: Would like more info on the book..... Message-ID: <1990Sep12.100631.1@simvax.labmed.umn.edu> Date: 12 Sep 90 10:06:31 GMT References: <1990Sep11.190853.29564@unicorn.wwu.edu> Sender: news@cs.umn.edu (News administrator) Organization: Flying Taoist Graphics Lines: 28 Nntp-Posting-Host: simvax.labmed.umn.edu In article <1990Sep11.190853.29564@unicorn.wwu.edu>, n8742883@unicorn.wwu.edu (Perry Pederson) writes: > One caught my eye-- "Learning C. Programming Graphics on > the Amiga and Atari ST" by Marc B. Sugiyama and Christopher D. > Metcalf. > > If anyone out there owns this book, could you please tell me how much > of it is dedicated to the Atari, and what sort of graphics it deals > with? I had the book for a while a couple of years ago. The main focus is on graphics primitives. The programs are designed to run on either machine, with a machine specific object module for the Amiga and for the Atari ST. If memory serves, there were a number of graphics primitives created, from simply putting points on the screen to moving graphics objects. The C supported at the time was Alcyon C, with modifications for several other C compilers which were popular at the time (lots of IFDEFS...) Most of the machine-specific code revolved around the Line-A routines, if memory serves. Once you got the machine specific stuff coded and and object module generated, it didn't make any difference what machine you were using. Things NOT covered: use of resource files (not really used in Graphics Programming anyway), VDI and AES routines (the Compute! books deals with these in sufficient detail for rudimentary Graphics Programming, though). -- David Paschall-Zimbel davidli@simvax.labmed.umn.edu